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Metal Gear: Ac!d
Metal Gear: Ac!d is a turn-based stealth-strategy card game spin-off in the Metal Gear series for the PSP.
Gameplay consists of turn-based actions initiated via cards, firearm cards can either be instantly used or equipped to use later depending on the type, equipped firearm cards actually use a calibre-system, as weapons will need to be "loaded" (except when used as part of a reaction-counter attack, which destroys the card), via a card of the same calibre: for instance, The Makarov/M9 use "9mm" ammo in-game, so equipping an M9 Card, it can be then "Loaded" with an Makarov card to fire it (and each card also provides a different amount of bullets, loading a Makarov with an M9 will have 2 Makarov shots while loading an M9 with a Makarov will result in four).
The game also uses a "COST" System for turns, every card adds a certain amount of COST to a timer on every character, and this timer must reach zero for them to get another turn (with stronger weapons usually having a higher cost penalty).
Most of the firearms in Ac!d return from past games, often with an unchanged/slightly altered model but there is a decent selection of new/unique firearms (some of which would return in later games such as Peace Walker).
The following weapons appear in the video game Metal Gear: Ac!d:
Heckler & Koch Mark 23 Phase II Prototype
Snake's starting handgun, the "Socom" appears as an instant-use firearm, firing four .45 ACP bullets per use. It is always suppressed and its .45 ACP bullets are given a permanent knock-down effect, knocking the target down with the first shot that connects (while other weapons usually require an additional card that gives the effect to them).
The model is recycled from MGS1 as it's part of the early-game "MGS1 Card Pack" instead of the MGS2 model.
IMI Desert Eagle Mark XIX
The Desert Eagle Mark XIX from MGS1 appears as a rare card, it fires a single inaccurate shot that deals 1/2 the target's current life. This awkwardly makes the Desert Eagle only good for boss fights, as its low accuracy, single shot that only deals half of the current HP can easily be surpassed by most firearms (including weapons such as the M9). With the rather low health of most guards in the game with only bosses having enough HP, this makes the Desert Eagle worthwhile over most weapons post-MGS1 pack during boss fights but inferior otherwise.
Heckler & Koch USP
The Heckler & Koch USP from MGS2 appears as a usable weapon. Teliko has some in her starting deck. The laser sight/tactical flashlight mounted below the barrel is removed from the basic version in the card, but is always present on the 3D model. Unlike the MGS2 USP which was 9mm, Ac!d's USP is chambered in .45 ACP.
The "Makarov PM" from MGS2 reappears now as a player-usable weapon (with the original MGS2 Makarov on the card), however the simplifications to the model in-game (such as a less round trigger guard) means it now unintentionally resembles a Baikal 442 more than an actual Makarov. It uses a generic "9mm" caliber shared with weapons such as the MP5. It's also used by enemy soldiers who carry bulletproof shields.
The Beretta M9 from MGS2 (with a simplified model) appears as a usable tranquilizer weapon, it inaccurately shares the same kind of 9MM ammo as other 9MM weapons for gameplay purposes. This means other 9mm weapons (such as the Makarov) can be somehow loaded as non-lethal Tranquilizer darts or Tranquilizer darts can be somehow fired as lethal bullets from a 9mm-compatible weapon.
A lethal non-suppressed version appears in the "Chronicles" pack with an modified MGS2 model standing in for an "M92F", the pistol used from in Metal Gear and Metal Gear 2: Solid Snake (with the MG2 Solid Snake icon appearing as the card's image).
Fabrique Nationale Five-seveN
The FN Five-seveN appears as a Chronicles pack card, returning from Ghost Babel but with a 3D model.
Unknown M1911-style handgun
Teliko in concept art uses dual 1911-like handguns. In addition, in artwork and on her character model, she carries three of these pistols, two in holsters on each leg and a third one in a shoulder holster on her left side.
Despite having MGS3 weapons, no sort of 1911 handgun is available in-game in Ac!d 1, rendering Teliko incapable of ever using the firearm despite game artwork that shows Teliko using said weapon.
Single Action Army
The Single Action Army appears as an MGS2 pack weapon. It uses the firing animation from MGS3, where it was usable by the player character. Unlike MGS3, it uses .45 ACP ammo shared with the USP and Mark 23 instead of .45LC for gameplay purposes.
Heckler & Koch MP5SD6
The MP5SD, exclusive to the Japan-only Metal Gear Solid: Integral version of MGS1 as well as all regions of the PC port, re-appears with a new model as a usable weapon. This new model is an SD6, as noted by the 3-round burst fire selector and retractable stock.
The FN P90 submachine gun from MGS2 returns, this time as as a usable weapon. It attacks in an AOE spread pattern unlike most firearms by default, letting it hit multiple enemies in one attack. It uses 5.7mm bullets shared with the Five-Seven from Ghost Babel, this game (unlike later in Portable Ops Plus) uses the lower quality "Tengu" model for the P90 instead of the higher quality model used by Solidus in that game.
It is also used by some late game ACUA soldiers, who are just re-skins of the Hi-Tech President Special Security soldiers from MGS2.
Sa. Vz.61 Skorpion
The Sa. Vz.61 Skorpion machine pistol from MGS3 returns in Ac!d. Its underbarrel laser sight is no longer an anachronism due to Ac!d's 2016 setting.
The Franchi SPAS-12 from MGS2 returns and is now a usable weapon.
The Ithaca 37 (referred to as the M37) in a sawed-off configuration reappears from MGS3 as a usable shotgun.
The AKS-74U is used by Leone and ACUA soldiers. Teliko has it in her starting deck. The game model is recycled from MGS2. While always attached with a suppressor, the AKS-74U suffers from low base damage. This would require damage boosting effects to do decent damage compared to even the starting FAMAS/SOCOM.
The M4A1 Carbine from MGS2 returns, in addition to being used by Snake/Teliko (with Teliko having some in her starting deck). There's a version with a drum magazine mounted on cameras with machine guns attached.
The M16A1 appears as the "XM16E1" from MGS3. The magazine is absent and covered in camouflage tape and paint.
The FAMAS bullpup rifle appears in Snake's deck from the start. Like the Mark 23, it is instant-use and has a special effect that other weapons require an additional card to add to them. Using the FAMAS card adds COST per every bullet that hits the target, therefore delaying the target's turn.
The FAMAS' model is recycled from the cut FAMAS model from MGS2.
The Vektor R5 assault rifle appears as the "R-5", returning from Ghost Babel as a Chronicles Pack card. It is treated as suppressed despite visually lacking a suppressor.
Heckler & Koch XM8 Carbine
Appearing new to Ac!d (which would later be added in MGS4), the XM8 Carbine is depicted as Snake's weapon in most concept arts. Despite this, it's more than likely a player can finish the game without even obtaining it. The XM8 and the RPG-7 are only available as super rare card drops from the MGS3 pack. But entering "XMEIGHT" as a code will add 1 XM8 to the player's cards.
The XM8 is the game's "super" weapon, dealing high damage, using the the common 5.56mm ammo type. It can be used to move 6 tiles instead of 4 (while normally the player needs dedicated movement cards to move further in one turn) and most absurdly, will inflict random status effects. This can result in the XM8 tranquilizing enemies, knocking them down or setting them on fire as well as other status effects.
The AK-47 from MGS3 reappears as the "AKM".
The PTRS-41 anti-tank rifle is used exclusively by Leone.
Heckler & Koch PSG-1
The Heckler & Koch PSG-1 returns from MGS1 reappears as a usable weapon. At first, it has to be acquired by backtracking to the armory (in a sequence that is clearly inspired from MGS 1/2's mandatory PSG1 backtracking), but the PSG-1 can be obtained from MGS2 card packs after this mission. It inaccurately uses the same 7.62x39mm ammunition as the AKM/SVD/Mosin-Nagant.
Mosin Nagant M91/30
The Mosin Nagant from MGS3 with The End's modifications appears as a weapon. Despite being based on The End's Mosin-Nagant, it fires lethal high damage bullets instead of tranquilizer darts.
The SVD Dragunov from MGS3 appears as a usable weapon.
The Stoner 63 weapon system from MGS3 returns as a usable weapon.
M67 hand grenade
The high quality M67 hand grenade model from the VR missions menu for MGS1 appears as the Grenade. It normally has a timer of 8 COST but can be detonated instantly via gunfire. Leone throws (presumably short-fused) M67 grenades that explode with a timer of 5 COST.
The blast radius of the M67 (and most grenades with an AOE effect such as the stun grenade) is a 3x3 radius around the grenade.
"Chaff Grenades" appear, using their MGS2 model. They most closely resemble M18 smoke grenades. They temporarily disable Cameras/Robots/UAVs.
Fictional Soviet Grenade
The same fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly used in MGS3 reappears as the "Stun Grenade". Despite being an MGS1 pack card, the in-game stun grenade uses an MGS3 model. It is likely to make it more visually distinct than the other grenades; the grenade isn't super effective with guards only remaining knocked out for a small amount of time and the MGS3 pack is a late-game card pack. It has a timer of 5 COST but can be detonated instantly by shooting it.
Available from the MGS3 Pack is an incendiary version, called the "M15 Grenade".
The FIM-92 Stinger surface-to-air missile launcher reappears from MGS2, though with some differences. Namely, it can no longer be used against human foes, the Stinger can only be used against machine targets such as UAVs, small robots and the mandatory Metal Gear boss battle. The "Flying Platforms" from MGS3 (which reappear in this game, just with mounted machine guns instead of the pilot using a Sa. Vz.61 Skorpion) do not count and cannot be targeted with the Stinger.
The RPG-7 from MGS3 returns as a usable weapon.
Reappearing from MGS2, the fictional Nikita appears as a usable weapon, the Nikita also appears when using the "RC Missile" from Metal Gear 2, though now fired from a top-down perspective like MGS1. It still has a limited amount of fuel (50 "Cost") and realistically still doesn't very much make sense.
A seemingly generic mine appears as the "Mine" in the Chronicles pack.
The M18A1 Claymore mines appears in the game in Snake's deck from the start. Like most MGS games, the Claymore turns invisible when placed and is only visible via a mine detector.
The slightly fictionalized M2 Flamethrower from MGS3 reappears in-game. It was used by Pyro Bison in Ghost Babel and the "Fire Trooper" from Metal Gear, both characters appear as cards that, when used, will have Snake/Teliko use the M2 Flamethrower.
C4 charges from MGS1 appears as an item. When placed down, C4 can be detonated either by attaching a timer (30 Cost), a "Bomb Switch" Card (which will detonate all placed C4 explosives) or by shooting it directly. Realistically, C4 is too stable to be detonated by gunfire.
Returning from MGS3, C3 appears as a better equivalent of the C4, though it's obviously anachronistic as C4 replaced C3 years prior.